The third month of the Lycaeum introduces the study of non-shaping techniques, incantations that can help control the arcanum instead of shaping it directly into accoutrements. Tension is growing among the houses as well, for mastery of these tools is a prerequisite for selection for the rumored elite classes, where professors take students out into Calibar for hands on experience with arcanum. Under the close watch of the teachers and your fellow pupils, what tricks can you come up with to secure your future as a shaper?
Challenge: Make a common or uncommon instant or sorcery that deals with Auras in some positive way. It should be tied to your previous cards thematically.
Submission Deadline: Monday, January 16th, 9PM PST (12AM EST) Critique Deadline: Wednesday, January 18th, 9PM PST (12AM EST)
The Card Creation League is a monthly contest in which players compete over seven rounds. Each month has an overall theme and/or story, determined by that month's host.
Each round, the host will assign a card creation task to the players. This task may vary between teams or players.
The first three rounds are open to everyone who joined in the sign-up thread, which will be posted near the end of the previous month. After these rounds, the Top 8 players will move on to three single elimination rounds to determine a winner.
Rounds usually last three to four days for submissions and about two days for critiques, but the host has final say in making the schedule.
For the first three rounds, players are divided into teams. Four teams is standard, but there may be more or less depending on the number of players. Each team will review another team's cards during the critique period of that round.
Each player must submit a Top 3 ranking for the team he or she critiques at the end of each round. Each 1st place is worth 3 points, 2nd place 2 points, and 3rd place 1 point.
Additionally, each player can receive 2 bonus points per round. One point is awarded for posting a Top 3, and one point for providing critiques for that team's cards.
Suggested areas to critique include creativity, balance, printability, and relation to the overall theme or that player's previous cards.
Players who do not post a card or a Top 3 will be put on "probation." Top 3 violations for a round can be removed by posting or PMing the host with your Top 3 before the end of the next round. Any player that would receive a second violation is disqualified from further competition that month.
At the end of the first three rounds, the Top 8 players will be selected by points (usually the top 2 from each team). In the case of ties, there may be more than 8 players advancing. The host will determine matchups for single elimination. At the end of each elimination round, remaining players not in that matchup will choose a winner to advance. The host will break any ties.
The final round is determined by public poll.
Prior to Top 8, players have a chance of getting a total of 25 points toward their score each Scoring Round. Scores for each Round are determined by the following equation:
Total points of Player A in round N = 23 * X/Y + Additional points, where:
X = Total number of Scoring Points (Judge Points)
Y = Total number of Possible Points (3 * Number of Judges)
3 points are given for a First Place Top 3 finish, 2 points for a Second Place, and 1 point for a Third Place. 1 additional point is awarded if a Top 3 is submitted. 1 additional point is awarded if Critiques are given for all entries to be judged.
This way the grading is more streamlined in the fact that all rounds prior to Top 8 are graded equally, and there is no handicap for any team that has fewer judges.
You will notice this is a different system from previous months. It was designed to make "additional points" worth the same amount despite differing team sizes. Depending on how this month works out, this may become the new "normal" system, or it may be a one-time test.
Each player accumulates points from each Scoring Round until the end of Round 3.
Continuing with the gradual black-into-blue transition that I should have started last round:
Ancestral Renewal2UB
Sorcery (U)
Return target Aura card from your graveyard to the battlefield. (As it enters the battlefield, attach it to something it could enchant.)
Flashback 2WU
(Added reminder text because some people were confused when I used a similar effect in Round 1; because of cards like Spellweaver Volute, I just used "something" rather than "a permanent".)
I've decided that I am going to drop. Looking at the scores, there would be ultimately no way for
me to continue past without getting a perfect score (and we all know my track record, LOL).
After hours of frenzied studying I came to realize that I couldn't get the Auras to stick to my Forest dwelling friend for longer than a day... It must be an inherent flaw in the mana I draw from the woods.
Jaded Mastery1G
Instant (U)
Enchantments you control may be played as though they had Flash until end of turn. At the beginning of the next end step destroy any enchantments put into play this turn.
I will be using Koopa's Equipment Aura as the basis for mine.
Here is my round 0 aura:
Natural InstinctsGG
Enchantment - Aura (U)
Enchant Creature
Enchanted creature gets +1/+1 and trample.
Legion G: Each time the Legion cost is paid you may put a copy of this aura on a target creature. When the top of the food chain evoles all the links below must do the same
Round 1 Familiar
Tree Hopper1G
Creature - Squirrel (C)
~ gets +2/+2 for each aura enchanting it.
1/1
Round 2 Aura:
I really liked Koopa's idea of making Equipment better through Auras. Green doesn't like artifacts though, so here is my take on it:
Creeping Rust1GG
Enchantment - Aura (U)
Enchant Equipment
Enchanted equipment cannot be unequiped from a creature and has "If equiped creature deals combat damage to a creature or player, destroy enchanted equipment and return Creeping Rust to your hand." Lay down your arms or I'll drag them down myself. - Tyla, Druid of the Calling Gardens
Undeath Wish2BB
Enchantment - Aura (U)
Enchant creature
If enchanted creature would die, return it to its owner's hand instead.
Graveknell 2BB(Whenever a creature enters the battlefield, you may pay 2BB. If you do and Undeath Wish is in your graveyard, return this from your graveyard to the battlefield enchanting it.)
HalogrubberWB
Creature - Zombie (U)
When you cast Halogrubber, you may search your library for an enchantment card and put it into your graveyard. If you do, shuffle your library. At the end of their first life, the dead brought shaped arcanum to their graves. The first act of their second life is abandoning it.
2/2
Skeletal Rune1BB
Enchantment - Aura (C)
Enchant creature
Abound 2B(You may cast this spell for its abound cost with no target. If you do, it loses the Aura subtype.)
Creatures you control that are enchanted get +1/+1 and have "B: Regenerate this creature."
Arcanum PreservationB
Sorcery (C)
Return target creature or enchantment from its owner's graveyard to its owner's hand. "I have used every ounce of arcanum to its utmost potential. Haven't you been paying attention?" - Zilx, Necrochanter
Everthorn Armor1G
Enchantment- Aura (C)
Enchant creature
Enchanted creature gets +2/+2.
Renew 4G(You may cast this from your graveyard for its renew cost.) Druids of the Cillin Woods have developed countless ways to cultivate plant life.
Cillin Alpha1G
Creature- Wolf (R)
Whenever Cillin Alpha becomes the target of a spell or ability, put a 2/2 green Wolf creature token onto the battlefield. If you do, you may change that spell or ability’s target to that token. Just out of sight, the pack eagerly awaits the chance to prove their worth to the Alpha.
2/2
Ephalia's Voice3G
Enchantment- Aura (U)
Enchant creature
All creatures able to block enchanted creature do so.
When enchanted creature dies, return Ephalia’s Voice to the battlefield transformed.
//////// Voice of Ephalia
(G) Enchantment Creature- Elemental (U)
All creatures able to block Voice of Ephalia do so. “Ephalia, the everwarden, grant us harmony, that we may sing your praises and make us rejoice.”
— Book of Shards, Cantos 44
4/4
Enthralling Presence1G
Instant (C)
Prevent all combat damage that would be dealt this turn by creatures other than enchantment creatures and enchanted creatures. “There are incomprehensible beings in this world; beings that astound the mundane.”
—Anja, Druid of the Cillin Woods
Ephalia's Eyes 1U
Enchantment - Aura (U)
Enchant creature
Whenever enchanted creature deals combat damage to a player, draw a card.
If Ephalia's Eyes would be put into a graveyard from the battlefield, transform it instead.*
~~~~~~~~~~
Eyes of Ephalia
(U) Enchantment Creature - Elemental (U)
Flying
Whenever Eyes of Ephalia deals combat damage to a player, draw a card.
"Ephalia, the everwarden, grant us insight,
That we may divine your secrets and make us whole."
- Book of Shards, Cantos 117
1/1
Hexeater Wurm 1G
Creature - Wurm (R)
Trample
At the beginning of your upkeep, you may sacrifice an aura attached to Hexeater Wurm. If you don't, sacrifice Hexeater Wurm.
It feeds equally on its master's magic and its master's frustration.
5/5
Cheat Death 3U
Enchantment - Aura (U)
Enchant creature you control
When enchanted creature dies, return that card to the battlefield under your control.
Renew 4B It is every student's dream to create a work so groundbreaking that its influence lasts forever. More pragmatic shapers fulfil this wish literally.
Recantation 3G
Instant (U)
Put target Aura card from your graveyard onto the battlefield attached to a permanent. Over time, an intimate bond is formed between a shaper and their arcanum. Wastage is not tolerated.
Aegis of the High Hymns1W
Enchantment - Aura (U)
Enchant creature
Enchanted creature or player has protection from converted mana cost 6 or greater.
Enthrone 1W(1W: This loses all enchant abilities and gains enchant player. Attach it to target player.)
Historical Skeptic
Creature - Human Citizen (R)
:2mana:: Change the text of target noncreature permanent by reducing a number by 1. (This effect doesn't end at end of turn.) "It stands to reason that the king's statue couldn't have been ten thousand cubits tall. To mine that much platinum is impossible even today."
1/1
Vanquishing Corona2RW
Enchantment - Aura (R)
Enchant artifact, creature, or land
At the beginning of your upkeep, exile enchanted permanent and its controller gains 5 life.
Vector artifact It is the folly of the pious that they beg to see the form of a god's full glory.
Presbyter's Vision2RWU
Instant (U)
Put a token onto the battlefield that's a copy of target permanent. At the beginning of the end step, exile that token unless the permanent that it's a copy of is enchanted. "Why must I see angels, and yet lack the faith to keep them from evaporating before my eyes?" - Oryn, novice mystic
Wandering Wings1U
Enchantment - Aura (C)
Enchant creature
Enchanted creature has flying.
Vector creature (Whenever this would leave the battlefield from not being attached to another object, you may attach it to target creature instead.)
Heartstrung Unicorn2W
Creature - Unicorn (U)
Auras attached to Heartstrung Unicorn have hexproof.
2/2
Null Sphere1U
Enchantment - Aura (U)
Enchant creature
Enchanted creature or player has shroud.
Enthrone 2U(2U: This loses all enchant abilities and gains enchant player. Attach it to target player.)
Arcanum WinkU
Instant (U)
Exile target aura, then return it to the battlefield. You choose its target.
Cleansing Light 1W
Enchantment - Aura (C)
Disenchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature. When it does, the controllers of all other permanents attached to the creature sacrifice them. The disenchanted creature cannot have any other permanents attached to it.)
Disenchanted creature gets +1/+1.
Child of the Gods 1W
Creature - Human (C)
As long as Child of the Gods has exactly one aura attached to it, it gets +2/+2 and has first strike. Only a child has such faith to accept a divine blessing so readily.
1/1
Essence of Transference2WB
Enchantment - Aura (M)
Enchant creature
Enchanted creature has lifelink.
Incarnate pay 10 life (Pay 10 life: Exile enchanted creature, if you do, this card becomes a creature with power and toughness equal to the exiled card’s converted mana cost. Add the exiled card’s text to this card.)
When Essence of Transference incarnates, put an aura token with "Enchant creature" and "Enchanted creature has flying, deathtouch, and lifelink." onto the battlefield attached to Essence of Transference.
Xenophobia3WB
Sorcery (U)
Enchanted creatures gain deathtouch and are indestructible until end of turn. When a cult feels threatened, none without the gods' blessings are safe from their "holy mission."
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Scaring FlamebladeRR
Enchantment - Aura (U)
Enchant Equipment
Enchanted equipment has "Equipped creature gets +2/+0 and has wither". Brings a whole new meaning to ''a hot blade".
Weapon EnchanterWW
Creature - Kor Druid (R)
Whenever an equipment becomes attached to Weapon Enchanter, search your library for a Aura card that could enchant that equipment and put it onto the battlefield attached to that equipment. Then shuffle your library.
2/2
Sanguine Sigil1B
Tribal Enchantment - Vampire Aura (U)
Enchanted creature has lifelink.
Vampire swap 3B(3B: Exchange this Vampire with a Vampire card in your hand.)
Vampiric Thirst1RR
Tribal Enchantment - Vampire Aura (U)
Enchanted creature has "1R: Deal 1 damage to target creature. Put a +1/+1 counter on enchanted creature."
Vampire swap 3R(3R: Exchange this Vampire with a Vampire card in your hand.)
Enchanter's Circle1WU
Enchantment (R)
You may pay 0 rather than pay the mana cost for Aura spells that can enchant equipment.
Enchanted Equipment you control are indestructible.
Holy AuguryW
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +1/+2.
Manifest 1W (1W, exile this card from your hand: Put a 0/0 colorless Elemental creature token onto the battlefield, then put this card onto the battlefield attached to that token. Manifest only as a sorcery.)
Auracaster Mage1W
Creature - Human Wizard (R)
When Auracaster Mage enters the battlefield, target aura card in your graveyard gains manifest until end of turn. You may cast that card as if it were in your hand. The manifest cost is equal to its mana cost. (Exile this card from your hand: Put a 0/0 colorless Elemental creature token onto the battlefield, then put this card onto the battlefield attached to that token. Manifest only as a sorcery.)
2/1
Protective Augury1W
Enchantment - Aura (U)
Enchant non-creature permanent
When Protective Augury enters the battlefield, choose a color.
Protective Augury and enchanted permanent have protection from the chosen color.
Incarnate 3WW
Team Alto
Divine AuguryW
Sorcery (U)
As an additional cost to cast Divine Augury, exile an Aura card that could enchant a creature from your hand and pay that aura's mana cost.
Put a 0/0 colorless Elemental creature token onto the battlefield with that aura enchanted on it.
Put a +1/+1 counter on that creature.
Spark of Life 1G
Enchantment - Aura {U}
Hexproof
Enchant non-planeswalker permanent
Enchanted permanent has hexproof.
Incarnate 2GG (2GG: Exile enchanted permanent, if you do, this card becomes a creature with power and toughness equal to the exiled card’s converted mana cost. It's still an enchantment. Add the exiled card’s text to this card.)
Soul Monger 4BBB
Creature - Demon {R}
You may pay half your life rounded down rather than pay Soul Monger's mana cost. If you do, Soul monger enters the battlefield with X contract counters on it, where X is the life lost this way.
When Soul Monger becomes the target of a spell or ability an opponent controls, sacrifice it and lose life equal to the number of contract counters on it. BB, Put a contract counter on Soul Monger: Exile target creature.
4/4
Mana Plague GUB
Enchantment - Aura {R}
Disenchant creature
Disenchanted creature gains "At the beginning of your upkeep pay 2 or 4 life." and "T: Attach each aura attached to this permanent to another target creature, if you do sacrifice this permanent. Activate this ability only as a sorcery."
Team Alto
Flare of Imagination 1GW
Instant {R}
Chose one - You may attach each Aura you control to another target permanent; or regenerate each Aura you control and each permanent you control with an Aura attached to it.
Entwine GW
Aegis of the High Hymns1W
Enchantment - Aura (U)
Enchant creature
Enchanted creature or player has protection from converted mana cost 6 or greater.
Enthrone 1W(1W: This loses all enchant abilities and gains enchant player. Attach it to target player.)
Historical Skeptic
Creature - Human Citizen (R)
:2mana:: Change the text of target noncreature permanent by reducing a number by 1. (This effect doesn't end at end of turn.) "It stands to reason that the king's statue couldn't have been ten thousand cubits tall. To mine that much platinum is impossible even today."
1/1
Vanquishing Corona2RW
Enchantment - Aura (R)
Enchant artifact, creature, or land
At the beginning of your upkeep, exile enchanted permanent and its controller gains 5 life.
Vector artifact It is the folly of the pious that they beg to see the form of a god's full glory.
Presbyter's Vision2RWU
Instant (U)
Put a token onto the battlefield that's a copy of target permanent. At the beginning of the end step, exile that token unless the permanent that it's a copy of is enchanted. "Why must I see angels, and yet lack the faith to keep them from evaporating before my eyes?" - Oryn, novice mystic
I think I'd word the second sentence as "If that permanent isn't enchanted, exile that token at the beginning of the next end step." instead, but that's functionally different (as worded, you can stick an Aura on it after casting this and the token survives). Otherwise, nicely done.
Wandering Wings1U
Enchantment - Aura (C)
Enchant creature
Enchanted creature has flying.
Vector creature (Whenever this would leave the battlefield from not being attached to another object, you may attach it to target creature instead.)
Heartstrung Unicorn2W
Creature - Unicorn (U)
Auras attached to Heartstrung Unicorn have hexproof.
2/2
Null Sphere1U
Enchantment - Aura (U)
Enchant creature
Enchanted creature or player has shroud.
Enthrone 2U(2U: This loses all enchant abilities and gains enchant player. Attach it to target player.)
Arcanum WinkU
Instant (U)
Exile target aura, then return it to the battlefield. You choose its target.
Note: Cannot de-Pacifism Heartstrung Unicorn.
Auras entering the battlefield for reasons other than being cast (1) don't target and (2) automatically give their controller the chance to choose what it's being stuck to. (This issue came up with my own card in Round 1, and I had to explain the relevant CR entry to people.) So: the second sentence should be reminder text, really.
That said... I think this kind of card would normally show up in white, same as other Momentary Blink-style effects, but blue seems like a fair enough secondary color to put it in.
Provisional Top 3:
1 - void_nothing
2 - Egak
3 - ...there isn't a third entry yet.
Aegis of the High Hymns1W
Enchantment - Aura (U)
Enchant creature
Enchanted creature or player has protection from converted mana cost 6 or greater.
Enthrone 1W(1W: This loses all enchant abilities and gains enchant player. Attach it to target player.)
Historical Skeptic
Creature - Human Citizen (R)
:2mana:: Change the text of target noncreature permanent by reducing a number by 1. (This effect doesn't end at end of turn.) "It stands to reason that the king's statue couldn't have been ten thousand cubits tall. To mine that much platinum is impossible even today."
1/1
Vanquishing Corona2RW
Enchantment - Aura (R)
Enchant artifact, creature, or land
At the beginning of your upkeep, exile enchanted permanent and its controller gains 5 life.
Vector artifact It is the folly of the pious that they beg to see the form of a god's full glory.
Presbyter's Vision2RWU
Instant (U)
Put a token onto the battlefield that's a copy of target permanent. At the beginning of the end step, exile that token unless the permanent that it's a copy of is enchanted. "Why must I see angels, and yet lack the faith to keep them from evaporating before my eyes?" - Oryn, novice mystic
I love it. I think it's fair and balanced like Fox news. I just wish it wasn't three colors b/c I don't normally use 3 colors. Great job!
Wandering Wings1U
Enchantment - Aura (C)
Enchant creature
Enchanted creature has flying.
Vector creature (Whenever this would leave the battlefield from not being attached to another object, you may attach it to target creature instead.)
Heartstrung Unicorn2W
Creature - Unicorn (U)
Auras attached to Heartstrung Unicorn have hexproof.
2/2
Null Sphere1U
Enchantment - Aura (U)
Enchant creature
Enchanted creature or player has shroud.
Enthrone 2U(2U: This loses all enchant abilities and gains enchant player. Attach it to target player.)
Arcanum WinkU
Instant (U)
Exile target aura, then return it to the battlefield. You choose its target.
Note: Cannot de-Pacifism Heartstrung Unicorn.
Another good card. I like that you get to choose a new target. It creates some cool tricks. I would love to play this one as well.
3. .... No third entry
2. Void_Nothing
1. Egak
I gave the #1 spot to Egak for the fact that this was a simpler design, but I would love to play either card.
Challenge: Make a common or uncommon instant or sorcery that deals with Auras in some positive way. It should be tied to your previous cards thematically.
That aside, this was a pretty good round, IMO.
I'm assuming this makes a 0/0 token to match Manifest. While I understand that you wanted to tie it to your previous cards (as that was part of the challenge), this would look so much nicer if it just made a 1/1 token. Perhaps a Soldier. Neat, trick, though. "If only I had a creature to put this Angelic Destiny on!" I find the card a bit gimmicky and needlessly convoluted, but I do think it plays in some interesting space. Good job.
This is rare, so :p. That said, I do like what this card does. I'd have much rather seen the regenerate bit on a mono-green card alone, as moving auras around seems more like blue'sschtick. I'm not crazy about entwine in general, and it feels slightly tacked on here. Overall, it is interesting and I appreciate that.
Alas, a drop.
Yay, uncommon. I'm not sure how I feel about the cost, but I don't blame you for playing it safe with such a swingy card. The power level is, arguably, not uncommon, but again, I'm not sure about that. I do think it is a cool card and would be very draft-worthy. I'd build my deck around it, at least. I could see mono-green getting this, as well. I don't fully get the relation to past cards, aside from color, but I could say the same about my own submission. Overall, good work.
Heck, you beat me here, so I'll critique. This feels awfully narrow, but that's probably fine since you've worked with "enchant player" auras this month. I don't know why this is black, though. Because black is the tutor color? White has been known to tutor for auras, so I'd say mono-white. This is definitely rare, which is unfortunate given the challenge this round. It is a very cool card that could see a lot of use in the right environment, though.
MIA
3. Hyral (Tough call, but of the rare submissions, this could potentially get bumped down to uncommon. Plus, its cool.)
2. Prophylaxis
1. KoolKoal
HM- Lordschuft. I really like your card. It is, however, a rare design (though a solid one).
At one mana I feel like this could lose the auracycling. Protection for a creature and its attachments is a great combat at one mana and a ditch clause that's crazy good.
This is not in black's color pie period, end of story. Maybe and I stress the maybe if you got an aura only that would be ok. But as is this is a raise dead + something black should not do.
I always love situational global damage prevention. At 2 I feel like it might be just a tad overpowered, that was the cost for tanglesap, but this will randomly screw you less often. Of course you need to build this up to make it great (even with opal essence). Making it cost one more makes it pretty bad too, not sure what to do to fix it.
This can make for a pretty fun (if not confusing) combat stack. I think you got the cost right, but the oddness of bringing an aura back at instant speed knocked you down a bit.
Top 3:
#1: Yewlas
#2: CrustaceanCrusader
#3: Ryder052
MDenham - Not sold on this card needing at all to be blue, but I can buy it in both black and white. Cool that you need to be playing WUB to get it twice.
EronTheRelentless - So it's like the Visions flash auras en masse? I'm not sure this is actually very good. I certainly can't think of many situations in which it's really worth it.
MirrorEntity - Boring, but serviceable.
Koopa - Not only is this terribly narrow, it doesn't fit the challenge.
I find this to be a pretty creative effect for an uncommon, though I'd prefer Auracycling be removed. It feels a little tacked-on. I can't really see a mechanical link (My card has the same problem, but I thought it should be said anyway).
Strictly better than Disentomb in two ways, both of which bend the color pie slightly (Black doesn't interact with enchantments, though if we're assuming an enchantment block I'd allow it, and black doesn't help others) mean this deserves a higher mana cost than Disentomb, not the same cost. Possibly should be uncommon too, but that's one of the accepted rarities so I won't hold it against you.
Including enchantment creatures came as a surprise to me, in a good way. It's a good simple effect, if something wotc has started doing often recently.
I like this card, but I feel like this is the fair cost of a sorcery, and if you increase the cost it becomes less and less appealing to save mana for. I think this should be changed to a sorcery, because I don't think the ability to add combat tricks is worth a higher cmc. Also, you have an unneeded piece of text: "attached to a permanent" is unnecessary as the Enchant ___ ability would still trigger as the ability triggers "as this card enters the battlefield."
1. Yewlas
2. Ryder052
3. CrustaceanCrusader
Private Mod Note
():
Rollback Post to RevisionRollBack
I'll bet you wish you had a non-unglued/unhinged card that shared your first name.
Round 3 - Tricks of the Trade
The third month of the Lycaeum introduces the study of non-shaping techniques, incantations that can help control the arcanum instead of shaping it directly into accoutrements. Tension is growing among the houses as well, for mastery of these tools is a prerequisite for selection for the rumored elite classes, where professors take students out into Calibar for hands on experience with arcanum. Under the close watch of the teachers and your fellow pupils, what tricks can you come up with to secure your future as a shaper?
Challenge: Make a common or uncommon instant or sorcery that deals with Auras in some positive way. It should be tied to your previous cards thematically.
Submission Deadline: Monday, January 16th, 9PM PST (12AM EST)
Critique Deadline: Wednesday, January 18th, 9PM PST (12AM EST)
Critiquing Assignments:
Soprano critiques Tenor
Alto critiques Bass
Tenor critiques Soprano
Bass critiques Alto
Signup Round
Round 1
Round 2
Pewple 20 + (2 1 1 1 1 1 = 7/15 = 47) = 67
Glimyrpost 40 + (0) = 40 (Probation)
void_nothing 87 + (1 2 3 3 2 3 = 14/15 = 93) = 180
Egak 93 + (3 2 2 2 3 2 = 14/15 = 93) = 186
Team Alto
Prophylaxis 17 + (2 1 1 3 2 = 9/12 = 75) = 92
Hyral 83 + (1 = 1/12 = 8) = 91
PsiJet 33 + (1 2 1 = 4/12 = 33) = 66
KoolKoal 41 + (3 3 2 3 = 11/12 = 92) = 133
Lordschuft 58 + (2 1 = 3/12 = 25) = 83
Winter 41 + (2 = 2/12 = 17) = 58 (Probation)
Team Tenor
MirrorEntity 61 + (3 3 1 = 7/12 = 58) = 119
MDenham 39 + (2 1 1 = 4/12 = 33) = 72
Koopa 61 + (2 2 2 = 6/12 = 50) = 111
ErontheRelentless 22 + (2 2 3 3 = 10/12 = 83) = 105
Jimmy Groove 56 + (1 1 = 2/12 = 17) = 73 (Probation)
shadowfuryix 11 + (0) = 11 (Probation)
Team Bass
yewlas 39 + (2 3 2 3 = 10/9 = 111) = 150
Timothy, Mimeslayer 22 + (0) = 22 (Probation)
CrustaceanCrusader 44 + (2 2 = 4/9 = 44) = 88
Piar 39 + (3 2 1 = 6/9 = 67) = 106
Ryder052 89 + (1 2 1 2 = 6/9 = 67) = 154
Y = Total number of Possible Points (3 * Number of Judges)
Continuing with the gradual black-into-blue transition that I should have started last round:
Ancestral Renewal 2UB
Sorcery (U)
Return target Aura card from your graveyard to the battlefield. (As it enters the battlefield, attach it to something it could enchant.)
Flashback 2WU
(Added reminder text because some people were confused when I used a similar effect in Round 1; because of cards like Spellweaver Volute, I just used "something" rather than "a permanent".)
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
me to continue past without getting a perfect score (and we all know my track record, LOL).
Jaded Mastery 1G
Instant (U)
Enchantments you control may be played as though they had Flash until end of turn. At the beginning of the next end step destroy any enchantments put into play this turn.
Previous Rounds:
Halogrubber WB
Creature - Zombie (U)
When you cast Halogrubber, you may search your library for an enchantment card and put it into your graveyard. If you do, shuffle your library.
At the end of their first life, the dead brought shaped arcanum to their graves. The first act of their second life is abandoning it.
2/2
Using Ryder52's Abound:
Skeletal Rune 1BB
Enchantment - Aura (C)
Enchant creature
Abound 2B (You may cast this spell for its abound cost with no target. If you do, it loses the Aura subtype.)
Creatures you control that are enchanted get +1/+1 and have "B: Regenerate this creature."
Arcanum Preservation B
Sorcery (C)
Return target creature or enchantment from its owner's graveyard to its owner's hand.
"I have used every ounce of arcanum to its utmost potential. Haven't you been paying attention?" - Zilx, Necrochanter
Everthorn Armor 1G
Enchantment- Aura (C)
Enchant creature
Enchanted creature gets +2/+2.
Renew 4G (You may cast this from your graveyard for its renew cost.)
Druids of the Cillin Woods have developed countless ways to cultivate plant life.
Cillin Alpha 1G
Creature- Wolf (R)
Whenever Cillin Alpha becomes the target of a spell or ability, put a 2/2 green Wolf creature token onto the battlefield. If you do, you may change that spell or ability’s target to that token.
Just out of sight, the pack eagerly awaits the chance to prove their worth to the Alpha.
2/2
Enchantment- Aura (U)
Enchant creature
All creatures able to block enchanted creature do so.
When enchanted creature dies, return Ephalia’s Voice to the battlefield transformed.
////////
Voice of Ephalia
(G) Enchantment Creature- Elemental (U)
All creatures able to block Voice of Ephalia do so.
“Ephalia, the everwarden, grant us harmony, that we may sing your praises and make us rejoice.”
— Book of Shards, Cantos 44
4/4
Instant (C)
Prevent all combat damage that would be dealt this turn by creatures other than enchantment creatures and enchanted creatures.
“There are incomprehensible beings in this world; beings that astound the mundane.”
—Anja, Druid of the Cillin Woods
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
Ephalia's Eyes 1U
Enchantment - Aura (U)
Enchant creature
Whenever enchanted creature deals combat damage to a player, draw a card.
If Ephalia's Eyes would be put into a graveyard from the battlefield, transform it instead.*
~~~~~~~~~~
Eyes of Ephalia
(U) Enchantment Creature - Elemental (U)
Flying
Whenever Eyes of Ephalia deals combat damage to a player, draw a card.
"Ephalia, the everwarden, grant us insight,
That we may divine your secrets and make us whole."
- Book of Shards, Cantos 117
1/1
Hexeater Wurm 1G
Creature - Wurm (R)
Trample
At the beginning of your upkeep, you may sacrifice an aura attached to Hexeater Wurm. If you don't, sacrifice Hexeater Wurm.
It feeds equally on its master's magic and its master's frustration.
5/5
Using yewlas' Renew mechanic.
Cheat Death 3U
Enchantment - Aura (U)
Enchant creature you control
When enchanted creature dies, return that card to the battlefield under your control.
Renew 4B
It is every student's dream to create a work so groundbreaking that its influence lasts forever. More pragmatic shapers fulfil this wish literally.
(Pre-emptive justification: Fool's Demise provides precedence.)
Recantation 3G
Instant (U)
Put target Aura card from your graveyard onto the battlefield attached to a permanent.
Over time, an intimate bond is formed between a shaper and their arcanum. Wastage is not tolerated.
Enchantment - Aura (U)
Enchant creature
Enchanted creature or player has protection from converted mana cost 6 or greater.
Enthrone 1W (1W: This loses all enchant abilities and gains enchant player. Attach it to target player.)
Creature - Human Citizen (R)
:2mana:: Change the text of target noncreature permanent by reducing a number by 1. (This effect doesn't end at end of turn.)
"It stands to reason that the king's statue couldn't have been ten thousand cubits tall. To mine that much platinum is impossible even today."
1/1
Enchantment - Aura (R)
Enchant artifact, creature, or land
At the beginning of your upkeep, exile enchanted permanent and its controller gains 5 life.
Vector artifact
It is the folly of the pious that they beg to see the form of a god's full glory.
Instant (U)
Put a token onto the battlefield that's a copy of target permanent. At the beginning of the end step, exile that token unless the permanent that it's a copy of is enchanted.
"Why must I see angels, and yet lack the faith to keep them from evaporating before my eyes?" - Oryn, novice mystic
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Enchantment - Aura (C)
Enchant creature
Enchanted creature has flying.
Vector creature (Whenever this would leave the battlefield from not being attached to another object, you may attach it to target creature instead.)
Heartstrung Unicorn 2W
Creature - Unicorn (U)
Auras attached to Heartstrung Unicorn have hexproof.
2/2
Null Sphere 1U
Enchantment - Aura (U)
Enchant creature
Enchanted creature or player has shroud.
Enthrone 2U (2U: This loses all enchant abilities and gains enchant player. Attach it to target player.)
Arcanum Wink U
Instant (U)
Exile target aura, then return it to the battlefield. You choose its target.
Note: Cannot de-Pacifism Heartstrung Unicorn.
Enchantment - Aura (C)
Disenchant creature (Target a creature as you cast this. This card enters the battlefield attached to that creature. When it does, the controllers of all other permanents attached to the creature sacrifice them. The disenchanted creature cannot have any other permanents attached to it.)
Disenchanted creature gets +1/+1.
Creature - Human (C)
As long as Child of the Gods has exactly one aura attached to it, it gets +2/+2 and has first strike.
Only a child has such faith to accept a divine blessing so readily.
1/1
Enchantment - Aura (M)
Enchant creature
Enchanted creature has lifelink.
Incarnate pay 10 life (Pay 10 life: Exile enchanted creature, if you do, this card becomes a creature with power and toughness equal to the exiled card’s converted mana cost. Add the exiled card’s text to this card.)
When Essence of Transference incarnates, put an aura token with "Enchant creature" and "Enchanted creature has flying, deathtouch, and lifelink." onto the battlefield attached to Essence of Transference.
Sorcery (U)
Enchanted creatures gain deathtouch and are indestructible until end of turn.
When a cult feels threatened, none without the gods' blessings are safe from their "holy mission."
Scaring Flameblade RR
Enchantment - Aura (U)
Enchant Equipment
Enchanted equipment has "Equipped creature gets +2/+0 and has wither".
Brings a whole new meaning to ''a hot blade".
Weapon Enchanter WW
Creature - Kor Druid (R)
Whenever an equipment becomes attached to Weapon Enchanter, search your library for a Aura card that could enchant that equipment and put it onto the battlefield attached to that equipment. Then shuffle your library.
2/2
Sanguine Sigil 1B
Tribal Enchantment - Vampire Aura (U)
Enchanted creature has lifelink.
Vampire swap 3B (3B: Exchange this Vampire with a Vampire card in your hand.)
Vampiric Thirst 1RR
Tribal Enchantment - Vampire Aura (U)
Enchanted creature has "1R: Deal 1 damage to target creature. Put a +1/+1 counter on enchanted creature."
Vampire swap 3R (3R: Exchange this Vampire with a Vampire card in your hand.)
Enchanter's Circle 1WU
Enchantment (R)
You may pay 0 rather than pay the mana cost for Aura spells that can enchant equipment.
Enchanted Equipment you control are indestructible.
BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
I'm going for the "obvious" design space.
Holy Augury W
Enchantment - Aura (C)
Enchant creature
Enchanted creature gets +1/+2.
Manifest 1W (1W, exile this card from your hand: Put a 0/0 colorless Elemental creature token onto the battlefield, then put this card onto the battlefield attached to that token. Manifest only as a sorcery.)
Auracaster Mage 1W
Creature - Human Wizard (R)
When Auracaster Mage enters the battlefield, target aura card in your graveyard gains manifest until end of turn. You may cast that card as if it were in your hand. The manifest cost is equal to its mana cost. (Exile this card from your hand: Put a 0/0 colorless Elemental creature token onto the battlefield, then put this card onto the battlefield attached to that token. Manifest only as a sorcery.)
2/1
Protective Augury 1W
Enchantment - Aura (U)
Enchant non-creature permanent
When Protective Augury enters the battlefield, choose a color.
Protective Augury and enchanted permanent have protection from the chosen color.
Incarnate 3WW
Team Alto
Divine Augury W
Sorcery (U)
As an additional cost to cast Divine Augury, exile an Aura card that could enchant a creature from your hand and pay that aura's mana cost.
Put a 0/0 colorless Elemental creature token onto the battlefield with that aura enchanted on it.
Put a +1/+1 counter on that creature.
Enchantment - Aura {U}
Hexproof
Enchant non-planeswalker permanent
Enchanted permanent has hexproof.
Incarnate 2GG (2GG: Exile enchanted permanent, if you do, this card becomes a creature with power and toughness equal to the exiled card’s converted mana cost. It's still an enchantment. Add the exiled card’s text to this card.)
Creature - Demon {R}
You may pay half your life rounded down rather than pay Soul Monger's mana cost. If you do, Soul monger enters the battlefield with X contract counters on it, where X is the life lost this way.
When Soul Monger becomes the target of a spell or ability an opponent controls, sacrifice it and lose life equal to the number of contract counters on it.
BB, Put a contract counter on Soul Monger: Exile target creature.
4/4
Enchantment - Aura {R}
Disenchant creature
Disenchanted creature gains "At the beginning of your upkeep pay 2 or 4 life." and "T: Attach each aura attached to this permanent to another target creature, if you do sacrifice this permanent. Activate this ability only as a sorcery."
Team Alto
Flare of Imagination 1GW
Instant {R}
Chose one - You may attach each Aura you control to another target permanent; or regenerate each Aura you control and each permanent you control with an Aura attached to it.
Entwine GW
ErontheRelentless: Jaded Mastery - Do I need to spell out the timing issues?
MirrorEntity: Arcanum Empowerment - Nice.
Koopa: Enchanter's Circle - Challenge called for an instant or sorcery.
Jimmy Groove: N/E
shadowfuryix N/E
2.) MirrorEntity
1.) MDenham
Tenor on the Sopranos:
Score: Batman/0 (will update if a card shows up real soon here)
I think I'd word the second sentence as "If that permanent isn't enchanted, exile that token at the beginning of the next end step." instead, but that's functionally different (as worded, you can stick an Aura on it after casting this and the token survives). Otherwise, nicely done.
Auras entering the battlefield for reasons other than being cast (1) don't target and (2) automatically give their controller the chance to choose what it's being stuck to. (This issue came up with my own card in Round 1, and I had to explain the relevant CR entry to people.) So: the second sentence should be reminder text, really.
That said... I think this kind of card would normally show up in white, same as other Momentary Blink-style effects, but blue seems like a fair enough secondary color to put it in.
Provisional Top 3:
1 - void_nothing
2 - Egak
3 - ...there isn't a third entry yet.
(Probably NSFW) So you may have heard I'm trying to write a TV series...
Most Nominated for Random Categories, 2013
Pewple
Aw man.
Glimyrpost - No Entry
Aw Man.
void_nothing
I love it. I think it's fair and balanced like Fox news. I just wish it wasn't three colors b/c I don't normally use 3 colors. Great job!
Egak
Another good card. I like that you get to choose a new target. It creates some cool tricks. I would love to play this one as well.
3. .... No third entry
2. Void_Nothing
1. Egak
I gave the #1 spot to Egak for the fact that this was a simpler design, but I would love to play either card.
Challenge: Make a common or uncommon instant or sorcery that deals with Auras in some positive way. It should be tied to your previous cards thematically.
That aside, this was a pretty good round, IMO.
3. Hyral (Tough call, but of the rare submissions, this could potentially get bumped down to uncommon. Plus, its cool.)
2. Prophylaxis
1. KoolKoal
HM- Lordschuft. I really like your card. It is, however, a rare design (though a solid one).
Mechanic Creator's Contest III- Winner
[Clan Flamingo]
Top 3:
#1: Yewlas
#2: CrustaceanCrusader
#3: Ryder052
Top 3:
1. Lordshruft
2. Prophylaxis
3. Hyral
MDenham - Not sold on this card needing at all to be blue, but I can buy it in both black and white. Cool that you need to be playing WUB to get it twice.
EronTheRelentless - So it's like the Visions flash auras en masse? I'm not sure this is actually very good. I certainly can't think of many situations in which it's really worth it.
MirrorEntity - Boring, but serviceable.
Koopa - Not only is this terribly narrow, it doesn't fit the challenge.
3. EronTheRelentless
2. MirrorEntity
1. MDenham
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
2. Ryder052
3. CrustaceanCrusader
TOP 3
1. Crustacean Crusader
2. Piar
3. yewlas